Serious Educational Digital Games (Record no. 20198)
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| 000 -LEADER | |
|---|---|
| fixed length control field | 02048nam a2200217Ia 4500 |
| 005 - DATE AND TIME OF LATEST TRANSACTION | |
| control field | 20191211083817.0 |
| 008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION | |
| fixed length control field | 180910s9999 xx 000 0 und d |
| 040 ## - CATALOGING SOURCE | |
| Original cataloging agency | LB-BrCRDP |
| 100 1# - MAIN ENTRY--PERSONAL NAME | |
| Personal name | Nassar, Roula |
| Miscellaneous information | Master IME |
| 245 10 - TITLE STATEMENT | |
| Title | Serious Educational Digital Games |
| 260 ## - PUBLICATION, DISTRIBUTION, ETC. | |
| Place of publication, distribution, etc. | Beirut |
| Name of publisher, distributor, etc. | University of Balamand. Faculty of Arts and Social Sciences, department of Education |
| Date of publication, distribution, etc. | 2007 |
| 300 ## - PHYSICAL DESCRIPTION | |
| Extent | 117 pages |
| 500 ## - GENERAL NOTE | |
| General note | النوع : Mémoire |
| 520 3# - SUMMARY, ETC. | |
| Summary, etc. | Fully integrated into the everyday lives of millions of young people throughout the world, computer games are a vital part of contemporary culture and society. But the reaction of many authorities and the majority of educators has been to discredit computer games by assuming their negative effects. After more than two decades of research, however, many studies have been published that have gradually led to a more complex, nuanced, and useful understanding of video games. As foreseen by visionaries in the 20th century, mastery of the dynamic processes that underpin the acquisition and manipulation of knowledge is quickly becoming a critical capability in the 21st century. Our formal educational systems do not tend to facilitate the development of these capabilities, yet people of all ages are developing them via a variety of digitally-mediated mechanisms. Serious games offer one area of exploration for spontaneously-occurring phenomena that represent the natural development of such literacy.This thesis reviews the need for 21st-century skills and illuminates existing digital domains in which these skills develop organically. Peering through the window of the present into the future, we present a view that envisioning change means taking a look at what is working now. |
| 650 #4 - SUBJECT ADDED ENTRY--TOPICAL TERM | |
| Topical term or geographic name entry element | Education et la technologie |
| 650 #4 - SUBJECT ADDED ENTRY--TOPICAL TERM | |
| Topical term or geographic name entry element | ICT and Education Play and games |
| 650 #4 - SUBJECT ADDED ENTRY--TOPICAL TERM | |
| Topical term or geographic name entry element | Jouer et jeux |
| 650 #4 - SUBJECT ADDED ENTRY--TOPICAL TERM | |
| Topical term or geographic name entry element | التعليم والتكنولوجيا اللعب والالعاب |
| 9 (RLIN) | 150 |
| 856 ## - ELECTRONIC LOCATION AND ACCESS | |
| Public note | Shamaa |
| Uniform Resource Identifier | <a href="http://search.shamaa.org/FullRecord?ID=27780">http://search.shamaa.org/FullRecord?ID=27780</a> |
| 942 ## - ADDED ENTRY ELEMENTS (KOHA) | |
| Koha item type | بيانات الهيئة اللبنانية للعلوم التربوية |
| Source of classification or shelving scheme | Dewey Decimal Classification |
No items available.